+------------------------------------------------------------------------+
|                              README.TXT                                |
+------------------------------------------------------------------------+
|                          SLASH'EM ver 0.0.4E5                          |
|               Super Lotsa Added Stuff Hack - Extended Magic            |
|                           A Nethack Variant                            |
| Courtesy of Warren Cheung (wac@intergate.bc.ca) and MANY others        |
|                                                            (1997 -1999)|
+------------------------------------------------------------------------+
| Nethack is Copyright (c) Mike Stephenson, Izchak Miller 1991 - 1999.   |
| SLASH'EM and NetHack may be freely redistributed.                      |
| See license for details.                                               |
+------------------------------------------------------------------------+

+---------------------------------+
|Section 0.0 - What's on the Menu?|
+---------------------------------+
1.0 - For those in a Hurry...
	1.1 Quick Start
	1.2 Today's Highlights
2.0 - What is the Nature of this Beast?
3.0 - Developer's Soapbox
4.0 - Theoretical System Requirements & Installation
        4.1 32-bit DOS Port
        4.2 Macintosh Port
        4.3 Also Available
5.0 - The Optional Things
6.0 - What's New,  and What may be Coming
        6.1 The Messy TODO/TOFIX List
        6.2 What's NEW
        6.3 Other Ideas
7.0 - Who is Responsible & The Credits
        7.1 Contact
        7.2 Pillars of Strength
        7.3 Acknowledgements
8.0 - Other Resources

+--------------------------------+
|Section 1.0 For Those in a Hurry|
+--------------------------------+
===>1.1 Quick Start
-------------------
                Decompress the archive into its own directory.  Run the
        SLASH'EM executable.

                Once in the game,  type in the name for your alter ego.
        You will then be prompted to select a character class.  Select a
        gender and alignment, if necessary.  Once you're on the dungeon map,
        use the number pad to move around (or the standard roguelike keys
        [yuhjklbn], if your turn off number_pad) Move into monsters to
        attack them.  Help is the '?' key, inventory is 'i'.

                Try out the new menu system by hitting the ` key.

===>1.2 Today's Highlights
--------------------------
*   New role: Dwarf (from the Dwarf Patch).
*   New quests which factor in the overall plot of the game.
*   Several new artifacts.
*   Now Y2K compliant!
*   Unpolypiling now works properly.
*   Many bug fixes.
*   Next release will be the first "stable" non-beta version.


+-------------------------------------------------+
|Section 2.0     What is the Nature of this Beast?|
+-------------------------------------------------+
                THE PROBLEM:  The AMULET OF YENDOR has been stolen.  Not only
        that but it appears that the Wizard of Yendor (not a nice person),
        who took the amulet,  is hiding in the Dungeons of Doom (not a
        friendly place).
                The SOLUTION:  Well,  armies have been suggested.
        Maybe hiring a superhero or two.  Unfortunately, it seems that it
        is more economical to offer a reward and let some poor adventurer
        with dreams of glory go and get it.  Guess who's got the enviable
        job of saving the day...

                Super Lotsa Added Stuff Hack - Extended Magic (SLASH'EM)
        is a role-playing game where you control a single character.  The
        interface and gameplay are similar in style to Rogue,  ADOM, Angband
        and, of course,  Nethack.  You control the actions through the
        keyboard and view the world from an overhead perspective.

+-------------------------------+
|Section 3.0 Developer's Soapbox|
+-------------------------------+
                SLASH'EM is an unfinished product.  That means that there 
        are probably more than a handful of bugs and mistakes sprinkled
        throughout the game.  That also means that I'm VERY receptive to
        reports of bugs,  from game-crashing ones to spelling mistakes.
                And the future of this behemoth?  Well - think of it this
        way.  Think of 1.0.0 as the 100% mark,  the final release for this
        incarnation of SLASH'EM  and 0.0.0 as 0% - before anything was
        started.  The current version number should indicate therefore
        the approximate progress towards the magic 1.0.0 release.  Hope
        everyone's still around when I get there - and I really do hope
        to get there ;B

+----------------------------------------------------------+
|Section 4.0 Theoretical System Requirements & Installation|
+----------------------------------------------------------+
===>4.1 DOS PORT
----------------
IBM PC 386SX or greater
DOS or compatible OS
Minimum 3 Megabytes of DPMI memory - RAM or virtual memory
        (CWSDPMI is loaded if a DPMI provider is needed)
Minimum 2 Megabytes of Hard Drive Space (More for Save files)
For Sound: PC Speaker
For Tiles: VGA (640x480x16)

        To start a game of SLASH'EM,  go to the directory you unzipped it
        into and type

                SLASHEM

        To get the VGA tiles in DOS,  you need to edit the slashem.cnf file.
        Find the line that says

                #OPTIONS=video:autodetect

        and change it to

                OPTIONS=video:autodetect

        Unlike your run-of-the-mill windows program,  SLASH'EM is a good
        little program and keeps all its files in its directory.  Just
        delete the directory you unpacked it in and -presto- it's really
        gone :)


==>4.2 Macintosh Port
---------------------
Macintosh with 68020 or later, or Power Macintosh (Untested on 68000)
System 7.0 or later
3 Mb (68k) or 4 Mb (PowerPC) RAM
6 Mb disk space

        After downloading the package, it should be un-BinHexed and then
        unstuffed.  Most web and FTP clients will handle this process
        automatically, or you can use the shareware program "Stuffit Expander".
        The directory structure and method of game play are very similar to NetHack.

===>4.3 Also Available
----------------------
Linux port (tty and Qt)
OS/2 EMX port (tty)


+-------------------------------+
|Section 5.0 The Optional Things|
+-------------------------------+
-There are a couple of new options that can be set in the 'O'ptions menu
        (or in the config file)

        showdmg:        shows dmg done onto monsters (sometimes) and
                        dmg recieved (default FALSE)
        keep_savefile:  allows you to not delete the savefile.
                        (please note that this could detract from your
                        enjoyment of the game) (default FALSE)
        pickup_burden:  Set encumberence level to begin prompting when
                        picking up objects (defualt MODERATE)

role
  Your starting role (e.g., role:Barbarian, role:Elf).  Although
  you can specify just the first letter(s), it will choose only
  the first role it finds that matches; thus, it is recommended
  that you spell out as much of the role name as possible.  You
  can also still denote your role by appending it to the "name"
  option (e.g., name:Vic-V), but the "role" option will take
  precedence.

gender
  Your starting gender (gender:male or gender:female).
  You may specify just the first letter.  Although you can
  still denote your gender using the "male" and "female"
  options, the "gender" option will take precedence.

align
  Your starting alignment (align:lawful, align:neutral, or
  align:chaotic).  You may specify just the first letter.

autoquiver
  If you use the (f)ire command when the quiver is empty, and
  this option is set, a suitable weapon will be placed in your
  quiver.  You must still remember to wield your bow if you plan
  to fire arrows (or other launcher/ammo combination).  You may
  still use the (Q)uiver command manually, if desired.
  (4E3)
  Defaults to true.  (4E4)

pushweapon
  If true, then using the (w)ield command will push your old
  main weapon (if there is one) into the secondary weapon slot.
  (4E2)

# The order of the symbols is:
# solid rock, vertical wall,horizontal wall, upper left corner,
# upper right corner, lower left corner, lower right corner, cross wall,
# upward  T wall, downward T wall, leftward T wall, rightward T wall,
# no door, vertical open door, horizontal open door, vertical closed door,
# horizontal closed door, IRON BARS, TREE,
# floor of a room, dark corridor, lit corridor,
# stairs up, stairs down, ladder up, ladder down, altar, headstone, throne,
# kitchen sink, toilet, fountain, pool or moat, ice, lava,
# vertical lowered drawbridge, horizontal lowered drawbridge,
# vertical raised drawbridge, horizontal raised drawbridge, air, cloud,
# under water.
DUNGEON=032 186 205 201 187 200 188 206 202 203 185 204 \
        250 196 179 179 196 035 084 \
        250 176 177 030 031 \
        024 025 240 239 234 236 \
        235 244 247 249 247  \
        186 205 186 205 032 035 247


+--------------------------------------------+
|Section 6.0 What's New, & What may be Coming|
+--------------------------------------------+
===>6.1 Messy TODO/TOFIX list
-----------------------------
Please note that these are current ideas that may make no sense in their
current note form,  but *may* be implemented at a future date.

-monster players?
-trample with jump?
-push splat with boulder
-allow lifesaving if in high favor with god?
-pull dog through closed doors with leash
-Angband easy patch stuffs add?
-hypernutritious food?
-sleep
-force door - shoulder
-chatting == buy and sell?
-some way of determining weapon alignment for artys?
        -probing?
        -appraisal?
-bug? pack rats stealing large objs?
-wish for intrinsics
-make sleep resist quest nemeses?
-monster infight (eg. elves & orcs)
-mixed type monster groups
-id stones from stones on ring?
-'_' multirest?
-more accurate appraisal?
-shopkeepers cheating when shouldn't?
-limit # of Titans to 12?  (6 male, 6 female,  minus Prometheus and Atlas)
-engulfers picking up candle of eternal flame will put it out :(
-eating nutritious food exercise con?
-Chocobo's (for Darren Hebden ;B)
-fishing pole hitting toilets,  etc.  special cases ;B
-applying spellbooks ripping into scrolls
-pantheons - more elaborate pray/etc.?  Selectable?
-text parsing conversations?  Improved #chatting
-smell object trail?
-docs revamp/help system
-Allegro library port in progress.  Need to figure out how to draw tiles...
-mouse code started (pckeys.c,  video.c)
-vampire <==> vampire bat
-gnome - always slip through cracks? innate digging?  tame related creatures?
-gas spores killing - leaving corspses that can sprout gas spores?
-skilled at polearms - no close combat penalty?
-bloodblade - weapon that draws blood every X turns when wielded
-celebrity bones piles
-sewars/pipes access through sinks..
-arc lightning! (radial,  random dir)
-shatter weapon spell?
-pet integration...
-scroll of genocide -> ungenocide...
-tinning kits not charging?
-gas spore explosions are now poison gas (explode.c, monst.c, mon.c)
-sometimes able to choose aligns for roles that shouldn't allow align choose?
-Tourist - no techs?
-zap spells centered on player?
-succubi msgs?  Commented out code?
-monks -disarm?	
-eggs of winter wolf?!!
-SIGIL - damage
-veggies?  Grow?  Garden :B
-Hmm...timing out players turned into undead?
-anti teleport?
-Jedi, orc classes?
-do the race class thing?
-Use tech menu to invoke monster attacks
-incorrect random align chosen?
-shout "Spoon, evildoers!"
-drain life to actually drain life - uhitm, mhitm, mhitu, spell ?
-heat eye beams ;B  F-mage start tech?
-#helper
-do wax golems melting via fire?  Monsters special AD hit effects?
	-AD_FIRE attack?
-check unicorns catching glass
-glass golem glass launcher?
-D -poly weapons
-monks/martial arts - severe penalties for encumberance
-use percent-success in spell.c for chance/ combine with mods....
	-make spellcasting easier, but harder on power
	-wizards might need to get their spellcasting base fixed...
-meteor (use scroll of earth code)/armageddon
-fix monsters jumping through doors
-save ==> use the leve change paranoia stuff?
Just a few things I'd like to see.  Take the suggestions as you will.
Feel free to comment.

Have becoming Grand Master in martial arts give something extra.  As
far as I know it does not besides increasing unarmed damage.  Perhaps
the occaisional stunning blow at Master level, and at Grand Master,
perhaps the Touch of Death, usable about as often as one can invoke
artifacts, but only performable while bare-handed.  
(orlando de la cruz)
-Have Japanese versions of pancake be okonomiyaki, and club be bokken
(wooden practice sword).

-Have Offler become angry with you if you sacrifice a crocodile corpse
(he is the crocodile god, after all).
-unicorns ==> _horse corpse_ and horn? Then what about sacrificing unicorns?
	-how about unicorn corpse can be applied to obtain to get horse corpse 
	and horn
-Dopp and item generation - on existing items??  Or self generate?
-boots of kicking should bust down chests,  etc.
-weapons will "advance"?  Class change thing from FF?
-make race a separate field - get rid of all those is_foo()...
-make modifiers to movement keys do different strength attacks
-auto-enhance skills?  Prompt? 
-make it possible to finish the game - no "dead ends",  more choices.
	-eg. ignore quest - ironman mode ;) 
-invisible blindfold 
-spellbooks still need tiles (ochre)  and 3 others... should get 
-get tiles == description thing working again.  Monster Tiles :  Smaug, Thorin
-fix tamed water demon chat (??? How?)
-finish prayer upgrades
-detonate wands via spell - random aps in all dirs :)
-wish for attributes (str, luck, dex, etc.)
-use 'n' for multi-dig
-statuetraps activate multiple statues?
-stairs /w lots of items at base need "stairway here" message.
-more shop types?  Jewellers,  magic shop...
-elemental/demon/angel summoning - time-limited summoning? Use poly code?
-check for monster bullwhip and adjacent
-spells - summon lights
-Give small dmg bonus for wearing rings in H to H combat?
-cleanup -dropx, useupf
	-check for donning
	- foo_off, foo_gone, etc...
-check rehumanize
-generate animals as upset pets (that need to tamed?) ?
-priests for quest altars?
-implement magical armors (eg BDSM) for monsters
-one-eyed sam comes back?  Who takes care of blackmarket after he passes on?

===>6.2 What's NEW
------------------
ver 0.0.5E3 [July XX/1999]
	-TODO-frozen steed. Easier to mount, doesn't move until unfreeze ;)
	-TODO-make ROPoly timed? charges?
	-TODO make all lightsaber code ifdef
	-TODO redo shopkeep code 
-removed some floating point math operations (spell.c,  mhitu.c)
	-monster with weapon missing
	-failing to cast a spellso Blackmarket has all services
-fixed drinking off floor - used to be you could only drink off the floor 
	when floating above it!
-doc/guidebook.mn fixed typo slash'emoptions -> slashemoptions
-util/levcomp.l now has a %n of 1000 
-sys/unix/makefile.dat now compiles the hobbit.des
-objects.txt has been cleaned up ;)
-can no longer light potions of oil underwater
-golems no longer regenerate.  Now have 2x the HP to compensate. 
	(monmove.c, makemon.c)
ver 0.0.5E2 [July 18/1999]
-OOOPS!  Forgot to remove the debugging code that put lightsabers in all the 
	humanoids' inventories (for a while,  monsters wouldn't pick up lightsabers)
-shotgun, rifle added. Shotguns take shotgun shells, are short ranged, 
	do lots of damage, +3 tohit.  Rifles have longer range, +1 tohit.
-zruty has been moved to yeti (green)
-yellow jelly is now yellow
-Gnome technique typo fix - nible to nimble
-only quest artifacts are now blast for "wrong class"
-shopkeepers premium identify now fully identifies, basic only partial id (name only).

ver 0.0.5E1 [July 16/1999]
-#2weapon (ie #2) extended command (same as twoweapon, but quicker to type)
-showweight only does status line weight display
	, invweight does inventory/pickup weight display
-monsters that wield weapons now pick up weptools (muse.c)
-black mold no longer moves (monst.c)
-lit objects thrown down hallways have short-range light effects 
	(zap.c)
-Arkenstone luck working properly (artilist.h)
-monsters striking with non-weapons do piddle damage (1-2) (mhitm.c, mhitu.c)
-you know contents of tins you make yourself (eat.c)
-starving herbivores will no longer eat their own kind (dog.c)
-lightsaber code reworked
	-burn engraving only works with lightsaber on.
	-bashing messages
	-no more Force flowing business when wielding
	-lightsabers are now green,red, blue
	-apply to turn them on
	-deactivate when they hit the floor
	-deactivate after a turn if unwielded
	-lightsabers are a separate skill
	-damage has been increased - they all have the same average damage
	- -3 to hit,  one-handed 
	-charge lightsabers via scrolls of charging
	-red double lightsabers  -4 tohit,  double the dice damage of red lightsabers
		-can also be used in single blade mode 
			(same damage as red lightsaber, but tohit still -4)
	-cursed lightsabers may randomly deactivate,  harder to activate
	-can force chests with lightsaber (but you might end up cutting the chest 
		to pieces by accident ;)
	-#force command to open doors, walls
	-monsters wield and use lightsabers
-#force allows bashing/prying open doors with weapons (use . to force chests)
	-pickax will dig normally through walls/doors 
		(but can bash chests with #force)
	-axes can chop through doors
-minor lighting code cleanup (light.c)

ver 0.0.5E0 [July 07/1999]
-fixed minor pager printing bug -- Myers (pager.c)
-you no longer learn the contents of tins you discard (eat.c)
-sleeping unicorns don't catch gems (dothrow.c)
-spheres are now sleep-resistant (monster.c)

ver 0.0.4E9/E8 fixed [June 12/1999]
-Fixed the wand explosion bug AGAIN...typo broke the code again...(zap.c)
-only forced rehumanization should result in possible HP loss via exhaustion
	ie dopps should be able to consciously revert without substantial HP loss
	?? make this proportional? Cause hpbase burn ALWAYS on forced rehum?
-You as wax, straw, paper golems will burn (instead of rot) when hit by fire attacks.
	(msg error)
	Unchanging will result in death when in poly'ed golem form hit by 
	susceptible attack. (mhitu.c)
-genociding species while Unchanging, polymorphed into that species will kill you
	(read.c)
-wraiths will now leave corpses (monst.c)
-SLASH'EM now checks SLASHEMOPTIONS, then NETHACKOPTIONS, then HACKOPTIONS
	-will use whichever is defined in environment first
-hpmax now should never drop below 1.
-fixed up the wraith corpse eating code - Thanks to Chris! (eat.c)

ver 0.0.4E8 [June 6/1999]
-reworked a bit of the monster unpolymorph/polymorph code
	-fixed up monsters using traps, self using wands not calling new poly code
	-message order should be better for armour bursting, etc.
-fixed ifdefs for TOURIST, YEOMAN, FIREARMS
	- Thanks to Jake Kesinger!
-Added some CUA conventions
	-ctrl-Q quits
	-ctrl-S saves
-hitting 'esc' brings up the menu (for people who are panicking :)
	(cmd.c)
-cleaned up some code in uhitm.c to prevent some crashes when hitting with
	potions.  Boomerangs should now shatter properly when wielded 
	(uhitm.c)
-yet another attempt to patch the keep_save code.  Doesn't really work though...I'm 
	hoping this will stop the file bloat, but it causes lots of error messages.
	Might consider rewriting the keep_save routines completely instead of
	patching through the normal save routines...
-spellbooks should no longer always come with charges labelled :)
	(objects.c)
-Thanks to Christian Bressler/Marvin again :)
	-cleaner fix to wands exploding
	-no prompt for engravings if you're literate
	-fixed monsters in wall from exploding create monster wand
	-wand of striking affects objects again
ver 0.0.4E7 [May 29/1999]
-Added fixes from Christian Bressler
	-fixed tool selection code.  Using the '(' key to display tools, select
	tools, etc, works properly now.
	-liquify now displays error "cannot flow there" instead of jump there
	-god-given minions should attack properly now
	-correct range calculation for kicking an object off the top of a stack
	-fixed "You hear _an_ Asmodeus reading foo"
-artifacts are excluded again from the two-weapon code until they get fixed ...
	either only eliminate sentient artifacts,  or something :)
	(wield.c)
-removed the debugging code for the spellbooks...didn't hear any problems ;B
	(spell.c)
-fixed god revitalising (pray.c)
-killed by a telepathy detected monster will now show that the monster name 

ver 0.0.4E6 [April 12/1999]
-fixed up some linux related stuff.  Hopefully things will compile better now
-wands exploding via a lightning attack (external) will also call wand_explode
	(so be careful with those wands 'o cancellation when facing them zappy 
	dragons :)
-reading scrolls increases related spellcasting skill (objects.c, read.c)
-give out less pets - will now bless objects in your inventory (pray.c)
-zapping spell increases memory by 500 (spell.c)
-can use the n### command to extend study time up to 300 turns - extra study == 
	longer memory timeout (spell.c)
-spellbooks issued now correlate to basic skill in that spell type. (weapon.c)
-reading spellbooks "exercises" the skill.  (So even if you can't cast the spell,
	you can study to improve your skills) (spell.c)
-spellbooks now last for 30 full readings.  However,  they are now charged - lose
	a charge for every reading. Uncharged spellbooks can be read,  but take 2x 
	as long. (spell.c)
-no longer see monster name of corpses when hallucinating (objnam.c)
-should now work with WEAPON_SKILLS turned off 
-fixed getting strange neutral minions (minion.c)
-You get a 50% (+luck) chance of escaping a grab attack if you have Free Action
	(mhitu.c)
-stoning death messages corrected.  Is now back to "petrified by <foo> 
	(end.c, trap.c)
-revised the "extra message line" code. Hopefully,  bottom line updates more 
	reliably (wintty.c)
-time flag now works again. (botl.c)
-made the Necromancer's random spellbook more applicable (force bolt, knock
	magic missile, create monster, wizard lock) (u_init.c)
-will now contract the 1st bottom line such that you get to see some of your name
	-old bug from Nethack vanilla - try turning into a guardian naga hatchling
	(extern.h, wintty.c, botl.c)
-turn undead is limited to the classes that can actually turn undead :)
	(pray.c, tech.c, extern.h)
-larva can no longer open doors,  etc. (no more limbs,  now animal, slithy)
	(monst.c)
-potions hitting monsters thrown by monsters won't credit you for the kill.
	(potion.c, dothrow.c, extern.h, mthrowu.c,  uhitm.c)
-breaking wand of teleport will create a teleport trap 
	(wand needs more than 2 charges) (apply.c)
-shopkeepers are now level 24, AC -6.  One-eyed Sam has an AC of -8 now.
-you won't notice the effects of dipping objects in potions of see invis/invis if
	you're blind (potion.c)
-division by zero error fixed in monster throwing/polearm code (mthrowu.c)
-fixed vanilla Nethack bug where if you save more than 80 level files,  you get 
	lots of "bad curs pos" errors (since you went off the screen)
	(save.c, restore.c)
-forgot to put frnknstn in makefile.  Frankenstein level should be fine again :)
	(makefile)
-engraving counts as literacy (engrave.c)
-fixed a bug when your steed teleports without you,  and is "cloned" :)
	(teleport.c)
-fixed a silly bug that allowed monsters to not quite die when they should have 
	from scroll of earth (read.c)
-fixed some odd messages during practice (tech.c)
-all skills can reach Grand Master/Legendary/Wizard status. Restricted can be 
	promoted to Unskilled.  Of course,  doing such things takes lots and lots
	of practice... (weapon.c)
-tin smells - "smells like <specific>" when eaten before
	"smells kind of like <general class name>" sometimes when unknown
	"smells unfamiliar" rest of the time
	(eat.c)
-fixed the funny monsters shooting arrows without bow behaviour (weapon.c)
-bullets never "persist" -- always used up after fired (dothrow.c, mthrowu.c)
-using UPX 0.61 to compress DOS binary
-guns akimbo mode (ie. one handed ranged weapons are now handled). This uses the 
	'f'ire command,  and both weapons need to use the ammo in your quiver.
	If this breaks things,  I NEED TO KNOW!!!
	(dothrow.c, uhitm.c,  extern.h)
-made chests, large boxes, ice boxes two handed weapons (well, they're kinda
	bulky :)  (objects.c)
-most bows, etc. are now bimanual (objects.c)
-two weapon combat now calculates hits/misses for each weapon separately
	-artifacts are no longer excluded
	-no longer drop out of twoweapon when wielding new weapons
	(uhitm.c)
-submachine gun added.  Slightly heavier than the pistol,  but fires 3 bullets
	for each pull of the trigger :) 
	(dothrow.c, objects.txt, objects.c, mthrowu.c)
-cleaned up dothrow.c a bit ;)  All the indents should hopefully not be as off :)
-you are prompted whether or not to read the fortune after having the cookie
	-literacy updated properly now (eat.c)
-lances give +4 dmg bonus when used astride (weapon.c)
-changed the practice message to be "You cannot increase your skill in FOO" 
	since you can be restricted and try to practice,  etc. (weapon.c)
-silver hating monsters won't pick up silver things (noted by Chris Bevan)  (mon.c)
-fixed Axe of Durin giving error messages on use.  (artilist.h)
-shopkeepers use up credit before gold for services (shk.c)
-fixed rogue levels not being generated properly.  Level files were labelled
	Rou-XXXXX.lev instead of Rog-XXXX.lev (rogue.des)
-fixed Hobbit's eating hobbit corpses and not getting the aggravation (and eating 
	human corpses and getting aggravated!) and related bugs. Creation of
	#define is_hobbit (role.h, mondata.h)
-max_dlb_files is now up to 400 (dlb_main.c)

ver 0.0.4E5 [February 24/1999]
-Gnomish tinkering
-more upgrades
	-bows and arrows
		orcish  -> normal
		normal <-> elven or dark elven or yumi/ya
	-daggers - orcish -> normal -> (dark) elven <-> great
	-axe <==> battle axe
	-pickax <==> dwarvish mattock
	-short swords - orish to normal to dwarvish to (dark)elven
	-broadsword <==> elven broadsword
	-club <==> aklys
	-hammer <==> heavy hammer
	-elven mithril <==>  dark elven mithril
	-orcish chain mail <==> chain mail
	-leather jacket -> armour <=> studded armour
	-orcish/dwarvish cloak -> elven/oilskin 
		<-> protection/displacement/magic resist/invis
	-fedora <-> elven leather helm	
	-dented pot -> orcish helm -> dwarvish <-> telepathy/brilliance
	-dunce cap <-> cornuthaum
	-leather gloves <-> swimming/dexterity
	-orcish/Uruk-Hai shield <-> elven shield
	-large shield <-> dwarvish roundshield
	-low boots <-> high boots
	-large box -> chest  <-> ice box
	-C/K ration ->  food/cram ration <-> lembas wafer
	-loadstone -> flint <-> luckstone/healthstone
-more gun code
	-range is now 20 regardless of strength
-New artifact - crossbow named Hellfire (dothrow.c, artilist.h)
	-crossbow bolts hitting monsters will explode in a ball of fire 
	-Fire Resistance when wielded
-pet minions/angels won't attack minions/angels/priests of same alignment 
   (pet vs other) (dogmove.c)
-fixed the "infinite uses out of a wand" bug ;B (zap.c)

Aligned quests
  Coded and tested (4E5):
    Nightmare, the Beholder, and Vecna now have special quests.
  To do:
    Finish implementation of artifact doors.

Dwarf
  Coded and tested (4E5):
    Now includes the Dwarf Patch by Osku Salerma <osku@iki.fi>.

e gas spore
  Coded (4E5):
    The player is not blamed for pets killed by attacking
    gas spores.

& efreeti, dao, marid
  Removed (4E5):
    These existed purely as alternatives to djinn.  Since they
    were messing up the chance of a djinni, but have no substantial
    difference, they were removed.

Disenchantment
  Coded and tested (4E5):
    Objects can resist this attack.

Fire
  Coded (4E5):
    Most fire attacks will immediately destroy straw, paper,
    and wax golems.

Artifacts
  Coded and tested (4E5):
    Now start with nonzero charges (if appropriate).
    Artifacts have been balanced out among the alignments and roles.
    Added aligned quest artifacts (Eye of the Beholder, Nighthorn).
    Added Hellfire (WAC, chaotic crossbow).

kicking boots
  Coded (4E5):
    Kicking boots will always succeed at breaking doors.

Book of the Dead
  Coded and tested (4E5):
    Fixed a bug that displayed "a Book of the Dead" instead
    of "the Book of the Dead".

potion of restore ability
  Coded and tested (4E5):
    Objects destined to unpolypile can be #dipped to stop the
    process.

potion of see invisible
  Coded and tested (4E5):
    Invisible objects can be #dipped to become visible.

Wands
  Coded and tested (4E5):
    Fixed the inexhaustible wand bug.

Unpolypiling
  Coded and tested (4E5):
    Unpolypiling now works properly.
    Dipping in a potion of restore ability stops unpolypiling.

Now Y2K compliant!  (4E5)

Picking up an object from another square is "there", not "here".
(4E5)

Intrinsic AC (such as by protection) is now calculated properly.
(4E5)

Fixed a comment at the start of pray.c that incorrectly stated:
"if you're in Gehennom, all messages come from the chaotic god".
(4E5)

Fixed a typo in dgn_comp.y, check_level() that sometimes prevented
a valid dungeon file from compiling.  (4E5)

The record file is now closed properly upon failure.  (4E5)

weapon.c, enhance_weapon_skill() now properly initializes "any".
(4E5)

Pets won't pick up zero items.  (4E5)

Killing a glass golem won't crash the game.  (4E5)

Fixed some problems with exploding monsters.  (4E5)

show_dmg() has been centralized.  (4E5)

Gypsies and shopkeeper services use %ld in printf's.  (4E5)

False rumor (4E5):
  Beware of the little people.


ver 0.0.4E4 [December 24/1998]
-UPX is used instead of DJP as the executable compressor (makefile) - DOS port

Options
~~~~~~~
autoquiver
  Defaults to true.  (4E4)


Map features
~~~~~~~~~~~~
trees
  Coded and tested (4E4):
    "Digging" is now appropriately "cutting".
    Monsters don't leave rocks.

shopkeeper services
  Coded (4E4):
    Removed identify requirement for some services.
      [Requested by Nathan T Moore <nathan@cs.wm.edu>]
    Code clean-up; spelling and grammar fixes.


Roles
~~~~~
New role system (the "role patch")
  Coded and tested (4E4):
    The 26-letter limitation is now fixed.
    Replaced Role_is() with Role_if(), u.role with Role_switch.
    Quest level files and text upgraded to new system.
    Bones and record files upgraded to new system.

Barbarian
  Coded (4E4):
    Shouldn't get "Barbarian needs food, badly!"

Gnome
  Coded and tested (4E4):
    Now start with only 3 weapons (1 wielded + 2 ranged)
    instead of a half-dozen.

Hobbit
  Added (4E4).  Does NOT replace the Healer role.
  To do:
    Revise skills, quest locate level, quest messages.

Ice Mage
  Coded (4E4):
    Polymorph into white dragon (not blue).

Knight
  Coded (4E4):
    Some quest text is now appropriately delivered by window
    instead of by pline().

Necromancer
  Coded and tested (4E4):
    Start with wand of draining.

Yeoman
  Coded (4E4):
    More nemesis maledictions.
    Quest leader and guardian equipment.


Monsters
~~~~~~~~
z koala
  Coded and tested (4E4):
    "You calm down" only when appropriate.

I enchanted beast
  Coded and tested (4E4):
    Now works as it should.

L Vecna
  Coded and tested (4E4):
    You can now properly offer his body parts.

@ gypsy
  Added (4E4).


Attacks
~~~~~~~
Calm
  Coded and tested (4E4):
    "You calm down" only when appropriate.

Disenchantment
  Coded and tested (4E4):
    Armor cancellation factor applies.
    Removes positive enchantments from weapon/armor.

Kicking
  Coded and tested (4E4):
    Damage calculations are now more consistent with weapons.


Objects
~~~~~~~
Artifacts
  Coded and tested (4E4):
    The limitations to getting artifacts added by Stephen White
      are now #ifdef NOARTIFACTWISH, and are disabled by default.
      This means that getting an artifact through sacrificing
      or wishing is as likely as in vanilla NetHack.
    Added Plague (chaotic Drow dark elven bow).

amulet versus stone
  Coded and tested (4E4):
    Each time you are stoned, the blessing changes from blessed ->
    uncursed -> cursed -> turns to dust.

Polearms
  Coded and tested (4E4):
    Monsters can no longer use them through walls.

New skill categories
  Coded and tested (4E4):
    Riding skill.

kicking boots
  Coded and tested (4E4):
    Damage was too high.
      [Reported by Nathan T Moore <nathan@cs.wm.edu>.]
    Damage calculations are now more consistent with weapons.

Spellbooks
  Coded (4E4):
    Now last 20 000 turns, up from 5000.
    [Requested by Dave <mitch45678@aol.com>.]

spell of drain life
  Coded and tested (4E4):
    Rewrote code.
    Now affects objects.

spells of flame/freeze sphere
  Coded and tested (4E4):
    Attacking peaceful monsters makes them angry.

ring of indigestion
  Coded (4E4):
    Nausea frequency decreased to every 100 to 199 turns.

wand of draining
  Coded and tested (4E4):
    Hits monster or player: Drains level, if not resistant.
    Hits object: Removes enchantment/charging, but leaves
      blessed/cursed status and other properties intact.
    Cost $175, probability 15/1000, "ceramic".
    Monsters know how to use it.

saddle
  Coded and tested (4E4):
    Riding skill.
    You can reach the floor at basic riding skill.
    Your steed can now be attacked at close range, and will
      attack back.
    Traps, pools, and wounded legs are now properly handled.

fishing pole (weapon-tool in polearm category)
  Coded and tested (4E4):
    Large/strong monsters have a chance of pulling you in.
      [Idea by Aaron <aaron@iphc.washington.edu>.]
    Sinks and toilets have effects.

unicorn horn
  Coded and tested (4E4):
    blessed:  Tries multiple problems, each with chance given below.
    uncursed: Tries one problem, with chance given below.
    cursed:   Causes one problem.
    ENCHANT  +0 or less  +1   +2   +3   +4   +5   +6 or more
    CHANCE       30%     40%  50%  60%  70%  80%     90%


Internal changes
~~~~~~~~~~~~~~~~
end.c, done() had references to the wizard flag without bracketing
them in #ifdef WIZARD.  (4E4)

zap.c, cancel_item() had missing cases for gauntlets of dexterity
and for several variant objects.  (4E4)

Enlightenment now properly reports being very fast.  (4E4)

Fixed a Macintosh bug that would crash the entire system with a
bus error if there was a bad option in the Slashem Defaults file.
(4E4)


Rumors and Help
~~~~~~~~~~~~~~~
True rumor (4E4):
  You can't get gold from a gypsy.


ver 0.0.4E3 [November XX/1998]
-techniques - replaces special class effects (cmd.c)
        (dothrow.c, timeout.c, tech.c, tech.h, makefile, u_init.c, uhitm.c,
                cmd.c, mhitu.c, allmain.c, spell.c, wield.c)
        -access using Meta-t,  or #techniques
        -turn undead is now a technique (Priests and Wizards start with it)
    -Current tech allotments:
        Research (A), KIII (S), Healing Hands (K), Surgery (H),
        Reinforce Memory (FINW), Berserk (B), Practice (UV), 
        Psycho Slash (L), Missile Flurry (E), 
-Sigil of Tempest shouldn' crash anymore...(spell.c, zap.c)
-you only recognize tin types which you've eaten the corresponding corpses
    (eat.c)
-added poison blast explosion tiles, poison blast discharge/tempest modes
    (spell.c, zap.c)
-Frankenstein's monster now makes an OLD corpse (mon.c)
-Doppelgangers can usually only polymorph into foes it has already eaten.   
    You can try  others, but there's a good chance (esp. at lower levels) 
    that you'll fail.
    (cmd.c, polymorph.c)
-flag for whether type has been eaten
    (decl.h, decl.c, eat.c)
-New Techs:  gave Monks Ward against burning, against ice, against lightning
    instead of intrinsic resists.
    If you want the resist "permanently",  you'll need to wear stuff...
-added a hallu message for casting endure cold (spell.c)
-made monster/object unpoly messages a bit more generic. (mon.c, timeout.c)
-can drown, etc. when monsters cast create pool on you ;B (mcastu.c)
-fixed zapping drain life on yourself.  I don't recommend it though... (zap.c)
-Added Robin Johnson's glass, gold, wax golems
-Added Acid Explosion,  and Discharge/Tempest varieties working 
    explosion glyphs by Robin Johnson
    (drawing.c, rm.h, explode.c, zap.c, spell.c)
-Added Dr Frankenstein,  genetic engineers,  Frankenstein's Monster co: Robin 
    Johnson
-New Level:  In Gehemmon, there is now Dr. Frankenstein's Lab. co: Robin Johnson
-New Tech:  Revivification: Healers get this at level 20 - can revive a corpse!
    (costs 100 HP) (tech.c, tech.h, invent.c)
-Ice Mage def'n from Drew Curtis
-New Tech:  Raise Zombies: Necromancers can transform corpses into 
    zombies.   Must be humanoidish to work (tech.c, tech.h)
-Necromancer starting spell is now Drain Life
    (need I mention that drain life - NEW SPELL - has been added :B)
    causes HP loss (some) and level drain 
    (zap.c, objects.c, objects.txt, spell.c)
-minor compile error fixed for shops (mkroom.h)     
-spells that get bonus duration from skill
    -resist poison, resist sleep, endure cold, endure heat, insulate
-fixed Mojo to be one-handed again.  Double checked the mythological version
    and the handle wasn't quite finished. [Heiko Niemeier] (object.c)
-invisible monsters leave invisible corpses ;B (mon.c)
-mon hit mon gaze attack reflection implemented (mhitm.c)
    -monsters using death gaze on each other implemented ;B
-gaze attacks when polymorphed are now implemented ;B 
    -takes 20 energy,  attacks only one monster
    (cmd.c, polyself.c)
-fixed an errant if statement that made dragon breath *harder* for doppelgangers
    and Flame/Ice mages (polyself.c)
    -Flame/Ice mages only get easier breath attacks when poly'ed into 
        red/blue dragons
    -All this doesn't matter anymore because monster breath attacks use energy
        (10 if doppel, flame/ice as respective dragon,  15 otherwise)
-Monster inventory starts: (makemon.c)
    Gnolls:  might get Bardiche, Voulge or Halberd,  Leather armour 1/3
    Trolls:  might get Spetum, Partisan, Glaive or Ranseur
-Flame/Ice mages start with more Power, gain more every level (closer to Wizards)
     (u_init.c, exper.c)
-Monsters can now use polearms at a distance (weapon.c, mthrowu.c)
-verb should now be "shoot" for monsters launching dark elven arrows, ya (mthrowu.c)
-premier and basic identification service now cost different amounts in shops
    (shk.c)
-fixed bug where mounting a steed that is carrying an object causes a crash
    (dogmove.c)
-should no longer get "maybe_write_ls" errors on high score lists 
    Unconfirmed bug - oh well,  the fix is in anyways :B (light.c)
-unpolymorph messages for monsters and items (timeout.c)
 "foo becomes foo"
-Robin Johnson's Frozen Foods Store ;B (shknam.c)
-wolf pups are now wolf cubs for accuracy ;B 
    (monst.c, mondata.c, role.c)
-explore mode can also be accessed via #explore (cmd.c)
-menu accesible via apostrophe and tilde ;B (cmd.c)
-objects will now unpolymorph! (timeout.c, timeout.h, zap.c, potion.c)
-Spell damage bonus now also depends on Spell Skill. normal beams also get 
    spell damage bonus (zap.c)
-Fixed : Checking your symbol (Hitting ;.) now gives correct response (mondata.c)
-Fixed crashing bug:  flame/freeze sphere exploding and killing gas spore (mhitm.c)
-Fixed bug:  Getting 2 messages when eating a slime mold (eat.c)
-New Techs:  Sigil of Tempest, Sigil of Control, Sigil of Discharge
    Sigil of Tempest - invoked causes magic missile/lightning/fire/cold
        to be cast as storms (also uses 50 PW)
    Sigil of Control - you can control the direction of the beam (in-flight!)
        (30 PW)
    Sigil of Discharge - Megablasts. (100! PW)
    
    Combinations - Tempest & Control:  You choose where the storm is centered at
            Tempest & Mega: storm,  but lasts 2x longer
            Control & Mega:  can change dir of beam in midflight
            All 3: storm,  selected center,  2x longer ;B
    (tech.h, tech.c, spell.c, zap.c)
-New Tech: Cutthroat for Rogues.  Possible insta-kill,  otherwise 50% damage
    Acquired at level 15 (tech.c)
-Techniques can be gained and lost (like intrinsics) with levels ;B
-New Tech: Liquid Leap for Doppelgangers.   Doppelgangers can liquify,  and acid
    bolt a couple spaces *through* enemies before reforming.  They're 
    invulnerable while doing it,  too ;B
-fixed typo with the "Your knowledge of the spell is twisted...It invokes nightmarish yadda!"
    (spell.c)
-all spell effects that duplicate objects will act like blessed version ;B
    (spell.c)
-new spellbook tiles (note these get shuffled ;B)
    tartan, psychedelic, spiral-bound, rainbow striped, left handed
    spotty spellbooks
-junk mail should no longer give version number (since I'm too lazy to change it ;B"
-Yeoman corpses should be properly generated in graves (topten.c)
-New Tech: Primal Roar for Cavepeople : Gains Fast,  aggravates monsters around
    nearby (range 5) pets nearby grow up temporarily.  Did I forget to mention
    pets do double damage for the duration ;B
    (tech.c, tech.h, extern.h,timeout.c)
-Killer bees shouldn't grow into queens anymore (mondata.c)
-New Tech: Elemental fist for Monks : Punches inflict a random 
    fire/cold/elec/acid/poison dmg bonus (tech.c, tech.h, uhitm.c)
-Yeoman now have a "special spell" - knock (spell.c)
-New Tech:  Blessing for Priests (tech.c)
-winter wolf cubs should grow up properly now (mondata.c)
-fixed wrong glyph being displayed when zapping a gas spore and it explodes (zap.c)
    -this should slow things down...I really need to get feedback about the 
        efficiency of SLASH'EM (probably not good <G>)
-klutzes (not dex enough) really should now take a turn when swapping weapons (wield.c)
-New Tech: Critical Strike for Rogues - weapon + 50% + techlevel damage against humanoids
        (+25% instead of +50% if non-humanoid) (tech.c, tech.h, u_init.c)
-spheres should attack monsters of any level (dogmove.c)
-slime warning on bottom line (botl.c)
-push back effect from blessed wands of striking only happen 1/3.  Monsters using
    wands of striking will also get push back effect (on you and other mons) now 
    (muse.c, zap.c, dothrow.c, dokick.c)
-weight on bottom line is linked to the showweight option (botl.c)
-New Tech:  Vanish for Gnomes  - short term speed and invisibility (tech.c, u_init.c, tech.h)
-level names for flame mage and ice mage are back. (role.c)
-flaming sphere now likes fire.  flaming and shocking spheres emit light
        (range 1) (mondata.h)
-Meta-e is back to "enhance weapon skills".  
        M-k still works for now.
-DOS version runs in tile mode under Pure DOS (botl.c)


My Additions
~~~~~~~~~~~~
autoquiver
  If you use the (f)ire command when the quiver is empty, and
  this option is set, a suitable weapon will be placed in your
  quiver.  You must still remember to wield your bow if you plan
  to fire arrows (or other launcher/ammo combination).  You may
  still use the (Q)uiver command manually, if desired.
  (4E3)

Medusa level
  Coded and tested (4E3):
    The Wallet of Perseus is now an artifact bag of holding.

Rolling boulder traps
  Coded (4E3):
    No delay when the boulder is out of your sight.
    [Code provided by D. Stage <dstage@u.washington.edu>.]

New role system (the "role patch")
  Coded and tested (4E3):
    Game engine makes complete use of urole.
    Fixed "This game you will be a chaotic knight" bug.

Voluntary challenges
  Coded and tested (4E3):
    Pacifist.

Pets
  Coded and tested (4E3):
    Winter wolf pup now "cub" and grows up properly.

u pony, horse, thoroughbred
  Coded (4E3):
    is_unicorn() macro.
    No longer treated like a unicorn.

Spellcasting monsters
  Coded (4E3):
    The create pool effect is now harder for monsters to cast.

Wielded, secondary, and quiver weapon slots
  Coded and tested (4E3):
    "autoquiver" option.
    [Suggested by Jeffrey Bay <jbay@convex.hp.com>.]

Two-weapon combat
  Coded and tested (4E3):
    Cannot use artifact in second weapon slot.

Multiple attacks
  Coded (4E3):
    Weapon to-hit (hitval()) bonuses no longer accumulate with
    each attack round.  For example, a +1 weapon acted like a +6
    weapon for a marilith's sixth attack!  Fixed.

Artifacts
  Coded (WAC, 4E3):
    Mjollnir is once again a one-handed weapon.

darts
  Coded and tested (4E3):
    Monsters will now throw darts.
    [Reported by <kbailey@reed.edu>.]

Polearms
  Coded (WAC, 4E3):
    Monsters know how to use from a distance.

New skill categories
  Coded (4E1):
    Category titles (weapon.c)
  Coded and tested (4E3):
    Paddles
    Firearms (#ifdef'd)

apple
  Coded and tested (4E3):
    Macintosh users get an appropriate special message.

spell of drain life
  Coded (WAC, 4E3):
    Effect: See wand of draining.
    Attack spell, level 7, cost $700, chance /1000, "velvet".

spell of passwall
  Coded and tested (4E3):
    Effect: You can pass through walls for 50 to 149 turns.
    Body spell, level 6, cost $600, chance /1000, "ochre".

potion of full healing
  Coded and tested (4E3):
    Blessed restores lost experience levels.

Reading rings
  Coded and tested (4E3):
    Rings can be read when they are worn.
    Applicable rings: mood ring, warning.

mood ring
  Coded and tested (4E3):
    Worn: If identified, you can (r)ead it.  A non-cursed ring glows red,
      yellow, or green if your god is angry, pleased, or well-pleased.
      A cursed ring appears dark.
    Eaten: No effect.
    Sink message: "The sink looks groovy."
    Cost $100, "ridged".

ring of increase accuracy
  Coded and tested (4E3):
    Worn or eaten: Confers a to-hit bonus.
    Sink message: "The water flow hits/misses the drain."
    Cost $150, has enchantment, "clay".

ring of indigestion
  Coded and tested (4E3):
    Worn:
      You are immune to digestion attacks.
      You cannot use a digestion attack.
      Causes hunger.
      Induces nausea every 50-80 turns.
    Eaten: "This ring is indigestible!" and you choke.
    Sink effect: "The ring is regurgitated!" and does not disappear.
    (If wearing the ring doesn't make you naseous, the bad puns will.)
    Cost $150, usually cursed, "steel".

bag of holding
  Coded and tested (4E3):
    Artifacts behave 4x cursed, 1/6 x blessed, 1/3 x uncursed.
    Wallet of Perseus is an artifact bag of holding.

silver wallet
  Deleted (4E3).

saddle
  Coded and tested (4E3):
    Riding a strong monster maximizes your carrying capacity.
    Fixed divide-by-zero bug when steed carries an item.
    Fixed magic whistle bug.
    Monsters won't be placed under you when not riding.

Weapon-tools are no longer displayed as chargeable (4E3).

You cannot auto-identify items while hallucinating.
  Coded (4E3).
  [Reported by Nick <mote@scf-fs.usc.edu>.]

Added the macro is_unicorn().  (4E3, mondata.h)

Repaired a bug while praying during a full moon.  Add "case 9:"
after "case 8": in pray.c, pleased().  Also, cases 7 to 9 should
be placed before case 6, in case ELBERETH is not defined. 
(4E3)

spell.c, spelleffects() once again directly calls percent_success()
(4E3).

False rumors (4E3):
  Waltz, dumb nymph, for quick jigs vex.
    [A pangram (sentence with all 26 letters of the alphabet), from
    the rec.puzzles archive, by Gyles Brandreth and Stephen Smith.]

Major Oracularities (4E3):
  Upon a level before all maze
  There lies a woman who kills with gaze.
  Should she be killed, not petrified,
  You will receive a magical ride.
  [Pegasus]

ver 0.0.4E2 [October 29/1998]
-Database entries updated thanks to many people ;B Thanks folks!
-Check out the new features!
-BIG Thanks to Kevin Hugo and Robin Johnson!  THEY made SLASH'EM 0.0.4E2!

Options
~~~~~~~
role
  Your starting role (e.g., role:Barbarian, role:Elf).
  Although you can specify just the first letter, for future
  compatibility, it is recommended that you spell out the entire
  role name.  You can also still denote your role by appending
  it to the "name" option (e.g., name:Vic-V), but the "role"
  option will take precedence.

gender
  Your starting gender (gender:male or gender:female).
  You may specify just the first letter.  Although you can
  still denote your gender using the "male" and "female"
  options, the "gender" option will take precedence.

align
  Your starting alignment (align:lawful, align:neutral, or
  align:chaotic).  You may specify just the first letter.

pushweapon
  If true, then using the (w)ield command will push your old
  main weapon (if there is one) into the secondary weapon slot.


Map features
~~~~~~~~~~~~
Sokoban branch
  New addition (4E1).
  Coded (4E2):
    Can no longer cheat with cursed potion of gain level.

Oracle level
  Coded and tested (4E2):
    #offering corpses to the Oracle.
    Groundhog day.

Medusa level
  Coded and tested (4E2):
    Pegasus is created when Medusa is killed and leaves a corpse.

Smarter handling of overlapping branch levels.
  Coded and tested (4E2).
  (dungeon.c, dungeon.def)

trees
  Coded and tested (4E2):
    Glyphs for tile, IBM, DEC, and Mac graphics.
    Gold and gems aren't be deposited on arboreal levels.

Documentation of new map features
  To do.


Roles
~~~~~
New role system (the "role patch")
  Coded and tested (4E2):
    "role", "gender", "align" options.
    Centralized structure containing role information.
    Less dependeny on using letters to specify roles.
    Role, gender, and alignment selection now dynamic (no
      longer hard-coded).
    References to urole (partially done).
    Hello() and Goodbye() functions.
  To do:
    References to urole.

Voluntary challenges
  Coded and tested (4E2):
    (Genocideless is already apparent)
    Wishless, no artifact wishes, polypileless, polyselfless
    Vegetarian, vegan, foodless
    Athiest, illiterate, non-weapon-using
    Reported by #ethics command and at game end.
  To do:
    Adjust final score based on challenges?

Yeoman class
  Coded (4E2):
    Quest levels.
    Mac role selection dialog box.
  To do:
    Nemesis maledictions need some work.

Quest features
  Coded (4E2):
    All quests have at least one guaranteed altar.  If one
      had to be added, it was placed under the nemesis.
    The Wizard start level has a large bookstore.
    [Suggested by Aaron Eichelberger <aaron@ull.srl.caltech.edu>.]
    quest.txt, %Cc R 00070, should not be in quotes.

Skills
  Coded and tested (4E2):
    Your maximum skill of your first artifact gifts is at least
    skilled.
    Your maximum skill of your quest artifact is expert.
    Spellcasting roles have at least basic maximum skill in all
    of the spell skills.

Pets
  Fixed some of the pets (4E2):
  Flame mage   hell hound pup
  Gnome        ?
  Ice mage     ice wolf pup
  Knight       pony
  Lycanthrope  wolf pup
  Necromancer  zombie
  Yeoman       pony
  [Suggested by Aaron <aaron@iphc.washington.edu>.]
  All 'd' use dogname, etc.


Monsters
~~~~~~~~
gas spore
  Coded and tested (4E2):
    No longer explode when genocided.
    [Reported by Julian Bell <cool@tartarus.uwa.edu.au>.]

koala
  Coded and tested (4E2):
    Calm attack.
    Eats only eucalyptus.

Tasmanian devil
  Coded and tested (4E2):
    Eats organics (like gelatinous cubes).


Attacks
~~~~~~~
Acid, rust, rot damage
  Coded and tested (4E2):
    Acid has a 5% chance of removing your weapon's
    erosionproofing.
    Your weapon or armor can no longer be completely
    destroyed by a rust or rot attack.

Calm
  Coded and tested (4E2):
    Turns the defender peaceful.
    Only applies when attacker is tame and defender is hostile,
      or vice versa.  Some defenders can resist.

Wielded, secondary, and quiver weapon slots
  Coded and tested (4E2):
    Overhauled and aggresively tested.
    "pushweapon" option.
    Secondary and quiver no longer weld or convey intrinsics.
    "Corpse in quiver" bug fixed.
  To do:
    Did this fix the bad monster weapon restore bug?

Two-weapon combat
  Coded and tested (4E2):
    #twoweapon command implemented.
    Necessary checks are made.
    Damage for both primary and secondary weapons.
    Weapon skill is used and can be advanced.
  To do:
    As it is now, you either hit with both weapons, or with
    neither.  The to-hit code either needs a kludge, or an
    overhaul (uhitm.c).


Objects
~~~~~~~
Artifacts
  Coded and tested (4E2):
    Each role has a designated first and second gifts.
    Automatically change alignment of quest artifact and first
      and second gifts.

crysknife
  Done (4E2):
    Can "fix" it by reading a scroll of enchant weapon while
    confused.  A fixed crysknife has a 10% chance of reverting
    to a worm tooth when dropped.
    [Requested by Nick Number <number@sirius.com>.]

Robes
  Coded and tested (4E2):
    Putting on a robe of weakness and/or protection automatically
    identifies it.

eucalyptus leaf
  Coded and tested (4E2):
    Koalas can only eat this food.

saddle
  Coded (4E2):
    Finally enabled by default!
    Knights and Yeomen start with a pony, a saddle, 10+ apples,
    and 10+ carrots.
    #sitting tells you about your steed.


Internal changes
~~~~~~~~~~~~~~~~
Added "role.c".  (4E2)

spell.c, study_book() condensed by using oc_level.  (4E2)


Rumors and Help
~~~~~~~~~~~~~~~
False rumors (4E2):
  You can make holy water by boiling the hell out of it.
  On Groundhog Day, you should play the same game over and over and over...

-3 line bottom line for systems that support it ;B
-minor fixes to the slashem.txt file
-updated history sections ingame and in guidebook (guideboo.mn, history)
-added Robin Johnson's new tiles!  more than 50 at the last count!:
        intern, lightning explosion
        Lareth,  Maagnashagar, athol,  rhaumbusan,  necromancer,  nightmare
        shifter, page, Sir Lorimar,  Master Kaen, Transmuter,
        enchanted beast, dao, wombat, Aleax, healer, Hippocrates,
        attendant, Nalzok,
        hydra, giant crab, pony, horse, thoroughbred, doppelganger,
        Master Shifter, wyvern, prisoner, monkey, arc bug, spark bug,
        undead slayer, van helsing, pegasus, winter wolf pup, exterminator
        dingo pup, large dingo,  tasmanian devil,  kangaroo, wallaby
        wallaroo, platypus, woodchuck, giant spider, largest giant
        iron bars, tree
        fishing pole, eucalyptus leaf
        -new zap beams
        -new explosions
        -this guy deserves eternal gratitude.  
-database additions
        -bottle Matthew B. Ryan
        -2 more stormbringer quotes...
	-added lembas wafer, elven cloak,  Stormbringer to data.bas - 
		thanks to Nick Number
	-added Shelob's description from "The Two Towers" (Tolkien) for 
		giant spider
	-Earth (Mostly Harmless ;B) from HHGTG
	-silver (Webster's)
	-rodney now links to WoY
-added in sokoban level for DOS port 
-made it so if the screen is long enough,  TTY port will allow a 3 line
        status line (best of ALL worlds ;B) (wintty.c)
-yellow jelly is now yellow in tiles ;B (other.txt)
-renumbered the tile files.  (objects.txt, monsters.txt, other.txt)
-a new look for the readme.txt, slamfaq.txt, history.txt

ver 0.0.4E1 [October 09/1998]
-DOS binaries compressed with DJP 1.07
-a couple extra touches to the Oracle level
-lots of tweaks on the old monsters (monst.c)
-A new branch!  Look for a stairway up early in the game...
-new monsters - enchanted beast,  Taz devil,  kangaroo,  wallaby, wallaroo,
        echidna, platypus
-polymorphing/unpolymorphing monsters will give messages if it suffers a
        system shock/doesn't survive the polymorph (timeout.c)
-range of polearms increase with skill (apply.c)
-healing potions have same effect on monsters as on humans (almost) rather
        than always completely healing. (potion.c)
-chance that a shopkeeper won't cheat you (depends a bit on luck and quite
        a bit on Charisma) (shk.c)
-wraiths are 50% likely to get a robe (read the database entry ;B)
        (makemon.c)
-Ice Mages get Expert in Enchantment as well as Matter,
        Skilled in Protection and Healing,  Basic in others. (U_init.c)
-Flame Mages  get Expert in Divination as well as Matter,
        Skilled in Body and Attack,  Basic in others. (U_init.c)
-Wizards can only get Expert in Attack Spells - rest can only go to Skilled
        They are still the "jack of all trades" for magic. (u_init.c)
-new spells:  Flame Sphere,  Freeze Sphere for Flame and Ice Mages!  Now
        these Mages have something to call their own,  instead of having to
        rely on the out of category (therefore, less effective) force bolt.
        Pretty much,  you can summon Flaming/Freezing Spheres,  who will
        follow you around and attack enemies (well, that's the plan ;B)
        You also get the experience ;B
        Disadvantages:  Relatively short range,  not directable,  can't hit
                multiple enemies.
        Advantages:  You can generate and save for a rainy day ;B
        (dog.c, spell.c, objects.c, objects.txt, doname.c, mon.c, mhitm.c
        monst.h)
-bashing message when hitting monsters in melee with polearms (wield.c)
-attacking with pole-weapons in melee does bashing damage (uhitm.c)
-minimum range for applying pole-weapons (apply.c)
-priests now start with a +2 robe and +2 small shield (blessed,  of course ;B)
        (u_init.c)
-dragons should blast open doors properly ;B (monmove.c,  mthrowu.c)
-rechecked/cleaned up part of the wielding code (again :B) (wield.c)
-fixed bug - wielding quivered item then throwing used to crash
        (wield.c)
-all magic candles should no longer show up partly used when unidentified,
        not just the Candle of Eternal Flame. (objnam.c)
-gas spores should always explode when dying.  There should no longer be any
        gas spore corpses left behind (explode.c,  mon.c)
-force bolt at Skilled and blessed wands of striking will push back enemies
        (zap.c)
-no longer charged for reading a spellbook of a spell you already know well
        in a shop (spell.c)
-fixed free reading of spellbooks off floor (shk.c)
-fixed game crashing when reading off the floor, spellbook is destroyed and
        game crashes. (spell.c)
-fixed ordering of spells to accomodate assumptions in zap.c
        (objects.txt, objects.c)

ver 0.0.4E0 [September 09/1998]
-balance patch additions merged in thanks to Kevin Hugo (many)
        -there are a good many changes ;B  Check out slamfaq.txt if you
                haven't read his post yet <g>
-some rearranging of the objects.txt to work with the tile code (objects.txt)

===>6.3 Other Ideas
-------------------
More things.   These are probably long-term goals...

-make all of slash'em ifdef! Probably not until Nethack 4.0 comes out ;B
-christmas! New Quests?
-trap doors lead to same place?
-Different sized levels (for custom levs)
-more quests (randomized - wipe out the xxx, save the xxx, etc.)
-scoring bonuses for /w pets based on # turns?
-OPTIONAL haggling
-pool of water, psi bolt, destroy armour (directable <g>)
        confusion, curse items
-Cleric:  insects/snake summon?, blindness, wounding, hold
-Drain life spell for Necromancer?
-more holidays, special days? (Thanksgiving, Christmas)
-level generator problem of 2 special levels on same level one of them
                unavailable - in the .des file?
                -due to .des file - overlapping branches
-"you caitliff"  message from knights final blow
                try knights vs mimics
-change dungeon map size (global.h ROWNO, COLNO)
-new map types?
-arena
-library
-polymorph abusive?
-training hall
-bar? hiring "pets"
-food with different timers in same slot?
-holy hand grenade of antioch?
-pets getting intrinsics/stun from corpses?
-"i see nobody there" when chatting + blind
        -should still be able to chat?
-various different types of lycanthropes?
        (u_init.c)
-do splash directions for oil
-burning fires
-eating...stop...attack gelat cube...frozen ... finally finished msg?
-score list:  average score,  by player,  total score, etc., by class
        (topten.c)
-not averaging age of food on pickup? (invent.c)
-various were types for Lycanthrope?
-shopkeepers blocking mons w/ pickaxes
        -defending players in shops
-watchmen defending players in towns?
-martial artists being able to catch projectiles at Expert skill?
        shield deflect shots?
-shopkeepers repair pits?
-druid, illusion
-gnome animal affinity, go through cracks?

from balance.txt
~~~~~~~~~~~~~~~~
The following will probably not be implemented until the command patch.

Each role will have designated first and second artifact gifts, and they
will be as easy to get as in NetHack.  The first gift should be a weak
artifact weapon or a non-weapon; the second should be a strong artifact
weapon.

# A different strategy could be used to make it harder to get a
  strong artifact.  Instead of altering the algorithm used for
  wishing and sacrificing in NetHack, more weak artifacts could be
  placed in well-defined places, making it harder to get an
  artifact later in the game.

# Spellcasting classes should get at least basic skill in all of the
  spell skills.

I should examine the newer monsters more carefully and modify or
eliminate the unbalancing ones.
# Some of the newer creatures should be assigned to the appropriate
  special level (e.g. rot worms only in the Wyrm Caverns), or to Gehennom.

# Introduce a disenchantment attack (affects your armor) and defense
  (affects your weapon).  This would be prevented by cancelling the monster
  or wearing a high cancellation factor, but not by magic resistance.
  Available only to monsters generated only in Gehennom, so it wouldn't
  appear until very late in the game.

# Acid attacks should have a chance of removing erosionproofing.

# Eliminate the "plus required to hit" and "hits as if plus" for various
  monsters.  That's already covered by other factors (AC, hit dice,
  damage ranges).

Pets.  Some have gone just too far.
? Is there a compelling reason for having more than one pet name
  option (e.g., dogname, catname, badgername)?

Monsters should be able to use polearms from a distance.

# Bullwhips may get a radius of 2.

# Silver wallets should only carry money and unlocking tools.  No
  changes are proposed for other containers.

Mummy wrappings, potions of see invisible, and probably some other
objects should not be allowed to be invisible objects.

A blessed potion of full healing should restore lost experience levels.

Many additions which I do not intend to discuss here, since they do
not relate to game balance.  I am not considering any more new items
or monsters for this patch.

+-------------------------------------------+
|Section 7.0 Who's Responsible & The Credits|
+-------------------------------------------+
===>7.1 Contact
---------------
        Have a Question?  A nasty bug got you down?  The following people
        should be able to lend you a helping hand.

        * Primary Maintainer:  Warren Cheung (wac@intergate.bc.ca)
                -If it's broken,  it's probably his fault ;B

        * Macintosh (and many other things): Kevin Hugo (hugo@cae.wisc.edu)
                -He's also quite active in the newsgroup.
                
        * Linux, Qt Ports: Dirk Schönberger (shoenberger@signsoft.com)

        * Nethack DevTeam: nethack-bugs@linc.cis.upenn.edu
                -they deal with Nethack 3.2.2 problems/issues.  Don't
                 bug them about SLASH'EM

===>7.2 Pillars of Strength
---------------------------
Thanks to My Mom.

Anthony Tang, Valerie Wong, Bibiana Wong, Brian Chan, Sylvia Chan,
Tania Bangayan, Sylvia Chen,  Rachel Chu, Huijin Kong,  Sandy Mak,
Francesca Ranada, Christine Tam, Joel Wagler, Geoffrey Wan, Geoffrey Cowan,
and Katrin Veiel.

===>7.3 Acknowledgements
------------------------
        Thanks to Ben Olmstead for mirroring the homepage.

        Thanks for the support and suggestions of (in no particular order):
        Dirk Schönberger,  Pat Rankin,  Linley Henzell,  0ystein Kerstad,
        Jim Miller, pi, Steven Uy, Alex Critchfield,  Mike Balcom,
        Sascha Wostmann, Drew Curtis, Daniel Krause, E. P. Dinklewhopper,
        Tim Jordan, Lukas Geyer, Kresimir Kukulj, Brent Oster, Travis McKay,
        Jared Withington, Philippe-Antoine Menard, Ain Uustare, Doug Yanega,
        David Tang, Lief Clennon, Robert Herman, Petra Prinz,
        Aki Lumme, Nick Number,  Robin Johnson, Heiko Niemeier, Chris Bevan,
        David Damerell, Kevin Hugo, Daniel Mayer, Ben Olmstead, Tom Friedetzky,
        Kalle Niemitalo, Sabine Fischer, Christian Bressler, Jake Kesinger
        Chris Subich.

+---------------------------+
|Section 8.0 Other Resources|
+---------------------------+
Author:  Warren 'WACko' Cheung (wac@intergate.bc.ca)
Homepage:
        http://wac.cjb.net/

        which currently point to http://members.tripod.com/~WAC/

SLASHEM Homepage:
        http://slashem.cjb.net/

        which currently point to http://members.tripod.com/~WAC/nethack/

        Mirror:
	http://www.mines.edu/students/b/bolmstea/slashem/
